Bill is able to channel collective energy through his passport, using it to teleport him directly to a new location. His passport glows with a white light before blinking and whisking him away to another place.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight.
You are transported directly to the chosen Location. You must wait 1 full Round before activating this Effect again.
A dappled green Subaru Forester with an unusually large trunk. It has a protective metal cage attached to its front and rear, a sturdy antenna, and a pair of antlers mounted to the hood which seem to grow from the car itself. It always smells of woodsmoke, cinnamon, and leather, and when it drives, it seems to be followed by leaves and needles.
Evelyn Weapon Stats:
Harpoon: 300 ft range, +3 damage. Can impale and attach to targets which can then be reeled in with the winch.
Flame Lance: 40 ft range, +3 damage. Sets targets on fire.
This Artifact can be used as a Subaru Forester Battle Wagon. It is roughly the same size as a Subaru Forester Battle Wagon but can be collapsed into a leather bound poetry journal with the name "Evelyn" on the cover and concealed. Collapsing or expanding it costs a Quick Action.Unless Modifications were made by Moxie's Technicians, this Artifact behaves as its mundane counterpart.
This Subaru Forester Battle Wagon has a front and rear collision cage, satellite GPS and communications connection, an outlet connection to the car battery, and expanded cargo space. Under the hood is a concealed harpoon crossbow with attached winch and a flame lance. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Phobia of Fireworks: When you encounter the subject of your phobia, you must roll Self-Control to avoid entering a fight-or-flight response. If you fail, you may Exert your Mind to face your fear.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
FroslyFos breathes in air and spews out an icy blast at the target.
Spend an Action. Select a target within 300 feet. This Effect cannot be used unless when the FroslyFos Minion of this artifact has been summoned. Roll Charisma + Animals Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift's Cost is capped at 2 and cannot be increased further.
The skins starts violently shifting and changed surrounded by a faint blue mist like glow surroudning their body, the faint laughter of the fae being heard to those close them.
Spend 2 Actions.
You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You cannot alter your clothes. A disguise cannot affect your Attributes or other stats.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the fae magic violently warping and shifting the skin of the wielder to adapt to another look.
This Gift's Cost is capped at 2 and cannot be increased further.
This Effect ends if you take an Injury or are stunned or incapacitated.
Grace brings Sally out from her designated satchel and sets her in front of the dead body (or token for it). Grace’s eyes flashing red, then Sally’s, then the targets- like a chain- means the connection is successful.
Expend a point of Battery and spend an Action to activate. Select a Dead target of which you have a Fetter that was important to them.
The target can communicate in your language for the next hour.
As one is struck, it tips sideways, redistributing the energy to the nearby smaller scales, spreading the impact over a much larger area and emitting a muffled ringing sound.
With each strike, however, the vitreous enamel coating of the scales, made to further reinforce the suit, shoots outward akin to shrapnel at the point of impact.
Upon closer inspection, it looks to be made of hundreds, no, thousands of scale-like ceramic chunks, interlinked with kinetic-resistant farbrics underneath. As one is struck, it tips sideways, redistributing the energy to the nearby smaller scales, spreading the impact over a much larger area and emitting a muffled ringing sound. While great at stopping strikes that arrive at a slowed pace, constant kinetic absorption will cause the ceramic to heat up, softening or even cracking it. The material will take time to cool and heal itself, mending tiny cracks that may form from constant grazing hits.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
The spy can do up their passport to appear as any valid form of identification.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport but can be collapsed into a wallet and concealed. Collapsing or expanding it costs a Quick Action.
Spend a Quick Action to activate. This Artifact changes its appearance into a chosen Object. This lasts until you decide to end the Effect, which may be done as a Free Action.
The new object's appearance can mimic specific items (such as a particular painting, a certain person’s ID, etc), but must be of a similar size and weight to this Artifact.
The new appearance is illusory; it will hold up to scrutiny, but its composition is not altered and it gains no new functionality. Any attempt to use it for a function which it cannot perform (for instance, making bread look like a knife and then trying to stab someone) will cause the illusion to fail or allow a Perception check to see through the illusion, at the GM's discretion.
When used as identification and scanned, the scanner will act appropriately and bring up appropriate generic information. Further searches for the identity in the computer will turn up no results. This will not open security doors on its own.
"The Coffin" can only be used to store things commonly found in coffins, such as bodies, clothes, jewelry, photos, weapons, coins, and similar.
This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless. Unless you are storing something commonly found in coffins, this Artifact behaves as its mundane counterpart. This Effect cannot be used unless you are storing something commonly found in coffins.
Living things can be stored in this Artifact. They will have access to anything else inside and may attempt to break free, damaging or destroying the Artifact in the process.
If this Artifact is destroyed, things inside may get out, and it will cease to function until it is repaired.
When scanned or investigated without opening, the contents of this container appear normal and unremarkable.
On a Downtime, you may change this Artifact from one type of container to another. Maximum once per Downtime.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
The survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
This Artifact's true owner is always aware of the direction and distance to this Artifact.
The airship of solitude is the mad scientist's lair and preferred mode of travel. Not only does it include a full science laboratory, it can be collapsed into an incredibly small canvas cube and easily transported. The mad scientist may pilot the ship alone or rely on its autopilot features for ultimate convenience.
This Artifact can be used as a blimp. It is roughly the same size as a blimp but can be collapsed into a phone-sized canvas cube and concealed. Collapsing or expanding it costs a Quick Action.
This blimp has full science laboratory, bullet-proof envelope, and ample parachutes. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
The spy can do up their passport to take on the appearance of any valid form of identification they may need.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport and just as difficult to conceal.
Exert your Mind and spend an Action to activate. This Artifact changes its appearance into an Object within the category of forms of identification. This lasts until you decide to end the Effect, which may be done as a Free Action.
The new object's appearance can mimic specific items (such as a particular painting, a certain person’s ID, etc), but must be of a similar size and weight to this Artifact.
The new appearance is illusory; it will hold up to scrutiny, but its composition is not altered and it gains no new functionality. Any attempt to use it for a function which it cannot perform (for instance, making bread look like a knife and then trying to stab someone) will cause the illusion to fail or allow a Perception check to see through the illusion, at the GM's discretion.